#include <opencv/highgui.h>
#include <opencv/cv.h>
#include <GL/glut.h>
GLuint id1, id2;
int myTexture(char * filename)
{
IplImage * img = cvLoadImage(filename);
cvCvtColor(img,img, CV_BGR2RGB);
glEnable(GL_TEXTURE_2D);
GLuint id;
glGenTextures(1, &id);
glBindTexture(GL_TEXTURE_2D, id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img->width, img->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img->imageData);
return id;
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D, id1);
glutSolidTeapot(0.3);
glBindTexture(GL_TEXTURE_2D, id2);
glBegin(GL_POLYGON);
glTexCoord2f( 0, 0 ); glVertex2f( -1, -1 );
glTexCoord2f( 0, 1 ); glVertex2f( -1, +1 );
glTexCoord2f( 1, 1 ); glVertex2f( +1, +1 );
glTexCoord2f( 1, 0 ); glVertex2f( +1, -1 );
glEnd();
glutSwapBuffers();
}
int main(int argc, char** argv)
{
glutInit( &argc, argv );
glutInitDisplayMode( GLUT_DOUBLE | GLUT_DEPTH );
glutCreateWindow(" Week13 ");
glutDisplayFunc(display);
id1 = myTexture("Diffuse.jpg");
id2 = myTexture("bg.jpg");
glEnable(GL_DEPTH_TEST);
glutMainLoop();
}
1-1. hackmd.io/@jsyeh/opengl 剪貼範例
1-2 OpenCV 安裝 Setting/Compiler
Search directories/Compiler C:\OpenCV2.1\include
Search directories/Linker C:\OpenCV2.1\lib
;inker setting cv210 cxcore210 highgui210
Search directories/Linker C:\OpenCV2.1\lib
;inker setting cv210 cxcore210 highgui210
1-3 把貼圖放入main.cpp
1-4 圖檔放入 桌面/freeglut/bin
2-1 把 freeglut\bin 的 freeglut.dll 複製到08160572_week13
Diffuse.jpg 及 bg.jpg 移到08160572_week13
2-2 用 Notepad++把08160572_week13\08160572_week13.cbp 打開
兩個working_dir 要改成 "." 再存檔
2-3 CodeBlocks會出現 Reload按Yes
3-2 gundam還沒切開.zip Gundam.obj Gundam.mtl Diffuse.jpg 加入目錄
3-3 把 glm.cpp 加入程式 Add File
3-4 複製transformation.c的程式
#include <opencv/cv.h>
#include <GL/glut.h>
#include "glm.h"
GLMmodel* pmodel = NULL;
void
drawmodel(void)
{
if (!pmodel) {
pmodel = glmReadOBJ("Gundam.obj");
if (!pmodel) exit(0); (改檔名)
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
}
glmDraw(pmodel, GLM_SMOOTH | GLM_TEXTURE);
} (GLM_MATERIAL)
GLuint id1, id2;
int myTexture(char * filename)
{
IplImage * img = cvLoadImage(filename);
cvCvtColor(img,img, CV_BGR2RGB); )
glEnable(GL_TEXTURE_2D);
GLuint id;
glGenTextures(1, &id);
glBindTexture(GL_TEXTURE_2D, id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img->width, img->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img->imageData);
return id;
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D, id1);
glutSolidTeapot(0.3);
glBindTexture(GL_TEXTURE_2D, id2);
glBegin(GL_POLYGON);
glTexCoord2f( 0, 0 ); glVertex2f( -1, -1 );
glTexCoord2f( 0, 1 ); glVertex2f( -1, +1 );
glTexCoord2f( 1, 1 ); glVertex2f( +1, +1 );
glTexCoord2f( 1, 0 ); glVertex2f( +1, -1 );
glEnd();
glutSwapBuffers();
}
int main(int argc, char** argv)
{
glutInit( &argc, argv );
glutInitDisplayMode( GLUT_DOUBLE | GLUT_DEPTH );
glutCreateWindow(" Week13 ");
glutDisplayFunc(display);
id1 = myTexture("Diffuse.jpg");
id2 = myTexture("bg.jpg");
glEnable(GL_DEPTH_TEST);
glutMainLoop();
}
3-5-1 茶壺改成鋼彈的模型
註解glutSolidTeapot(0.3); 加入drawmodel();
#include <opencv/cv.h>
#include <GL/glut.h>
#include "glm.h"
GLMmodel* pmodel = NULL;
void
drawmodel(void)
{
if (!pmodel) {
pmodel = glmReadOBJ("Gundam.obj");
if (!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
}
glmDraw(pmodel, GLM_SMOOTH | GLM_TEXTURE);
}
GLuint id1, id2;
int myTexture(char * filename)
{
IplImage * img = cvLoadImage(filename);
cvCvtColor(img,img, CV_BGR2RGB); )
glEnable(GL_TEXTURE_2D);
GLuint id;
glGenTextures(1, &id);
glBindTexture(GL_TEXTURE_2D, id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img->width, img->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img->imageData);
return id;
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D, id1);
drawmodel();///glutSolidTeapot(0.3);
glBindTexture(GL_TEXTURE_2D, id2);
glBegin(GL_POLYGON);
glTexCoord2f( 0, 0 ); glVertex2f( -1, -1 );
glTexCoord2f( 0, 1 ); glVertex2f( -1, +1 );
glTexCoord2f( 1, 1 ); glVertex2f( +1, +1 );
glTexCoord2f( 1, 0 ); glVertex2f( +1, -1 );
glEnd();
glutSwapBuffers();
}
int main(int argc, char** argv)
{
glutInit( &argc, argv );
glutInitDisplayMode( GLUT_DOUBLE | GLUT_DEPTH );
glutCreateWindow(" Week13 ");
glutDisplayFunc(display);
id1 = myTexture("Diffuse.jpg");
id2 = myTexture("bg.jpg");
glEnable(GL_DEPTH_TEST);
glutMainLoop();
}
3-5-2 用小畫家翻轉(180度)Diffuse.jpg圖檔
4-1 翻轉模型 將模型轉到正面
#include <opencv/highgui.h>
#include <opencv/cv.h>
#include <GL/glut.h>
#include "glm.h"
GLMmodel* pmodel = NULL;
void
drawmodel(void)
{
if (!pmodel) {
pmodel = glmReadOBJ("Gundam.obj");
if (!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
}
glmDraw(pmodel, GLM_SMOOTH | GLM_TEXTURE);
}
GLuint id1, id2;
int myTexture(char * filename)
{
IplImage * img = cvLoadImage(filename);
cvCvtColor(img,img, CV_BGR2RGB);
glEnable(GL_TEXTURE_2D);
GLuint id;
glGenTextures(1, &id);
glBindTexture(GL_TEXTURE_2D, id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img->width, img->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img->imageData);
return id;
}
float angle=180;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D, id1);
glPushMatrix();
glRotatef(angle,0,1,0);
drawmodel();///glutSolidTeapot(0.3);
glPopMatrix();
glBindTexture(GL_TEXTURE_2D, id2);
glBegin(GL_POLYGON);
glTexCoord2f( 0, 0 ); glVertex2f( -1, -1 );
glTexCoord2f( 0, 1 ); glVertex2f( -1, +1 );
glTexCoord2f( 1, 1 ); glVertex2f( +1, +1 );
glTexCoord2f( 1, 0 ); glVertex2f( +1, -1 );
glEnd();
glutSwapBuffers();
}
int main(int argc, char** argv)
{
glutInit( &argc, argv );
glutInitDisplayMode( GLUT_DOUBLE | GLUT_DEPTH );
glutCreateWindow(" Week13 ");
glutDisplayFunc(display);
id1 = myTexture("Diffuse.jpg");
id2 = myTexture("bg.jpg");
glEnable(GL_DEPTH_TEST);
glutMainLoop();
}








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